Taos API Reference
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    Class AnimatedNodes

    Plays the scene-node side of glTF animation: rigid TRS on ordinary (non-joint) nodes and per-mesh morph-target weights.

    Works with or without a skeleton — the common morph/node-animation test models are unskinned, so AnimatedModel (which requires a skin) can't drive them. When a model is also skinned, AnimatedModel owns the joint pose and this component owns everything else; the two run in lockstep on the same clip. Skinned meshes ignore their node transform (they pose via joints), so driving joint-node TRS here as well is harmless.

    Each frame AnimatedNodes.update resets nodes to their defaults, samples the active clip's node/weights channels, and solves world matrices parents-first. Consumers read AnimatedNodes.worldMatrix (node placement) and AnimatedNodes.weightsFor (morph weights) per draw.

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    id: string = ...

    Stable identity for this component, unique within a session. Auto-generated for runtime-created components; the editor overwrites it with a persistent id when projecting a saved document so references survive save / load / undo.

    gameObject: GameObject

    The owning GameObject; assigned by addComponent before onAttach runs.

    model: GltfModel
    currentClip: string | null = null

    Name of the currently playing clip, or null when stopped.

    speed: number = 1.0

    Playback speed multiplier (1.0 = real-time).

    loop: boolean = true

    Whether playback loops at clip duration.

    Accessors

    • get time(): Time

      The simulation clock of the scene this component belongs to. Read inside update (or any time after the GameObject is added to a scene) for absolute time, frame count, FPS, and timeScale-aware delta — e.g. this.time.elapsed, this.time.delta, this.time.frameCount.

      this.time.delta equals the dt argument passed to update, so components can ignore that argument entirely and pull everything from here.

      Returns Time

      if the owning GameObject is not currently part of a scene.

    Methods

    • Called once when the component is added to a GameObject. Override to acquire references to siblings/children or initialize resources.

      Returns void

    • Called once when the component is removed from its GameObject. Override to release resources or unsubscribe from events.

      Returns void

    • Called every frame by the GameObject's render traversal, after update and any input/controller mutations to the transform. Override to refresh per-frame state that render passes consume (e.g. Camera recomputes its cached view/projection matrices here).

      Parameters

      • _ctx: RenderContext

        Active render context (provides canvas width/height etc.).

      Returns void

    • Starts playback of a named clip from time 0.

      Parameters

      • clipName: string

        Clip name as it appears in the GLTF model. Unknown names stop playback.

      • loop: boolean = true

        Whether playback wraps at clip duration.

      Returns void